wow very nice albatros
is that the unreal engine?
wow very nice albatros
is that the unreal engine?
works for me ![]()
cant believe I only just found this place
Quote from MinotauroYup that's a Source flaw. You need to match the fog color with the predominant color in the skybox in order to get a natural transition.
So my only real recourse is to use a new skybox that's essentially very cloudy and color matches the fog?
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SO I got a bit of an issue here. I've enabled fog in both the map and skybox, but the fog doesnt seem to be affecting the empty space inside the skybox which looks really weird. Is there any ways to get a haze between the player and the skybox so it doesnt look so weird?
here's what I'm talking about
[Blocked Image: http://team.firearms-source.com/Shinobi/sept23/ps_crossfire1070alt20000.jpg]
Quote from JonMI like it, but I think the lighting needs to be have more contrast and more color. at times it doesnt seem to match the sky. I think a darker blueish/purple lighting would help
hey jonM, if you remember me I was shinobi from the original FA mapping boards ![]()
In regards to some crits I got elsewhere to try to match a more desaturated look I added fog and desaturated the lights until they matched more, effectively reducing the color contrast. The fog in my skybox is a fraction of that in the map itself which causees to sky to REALLY look contrasty now. I'm trying to fix that in a new compile right now as I'm at work today. I'll post pics when I get back.
but since I got overnight hours i'll do a spin off with your crits and try to make the lighting match the sky more
I tried darkening the sky with color correction, not sure how well that worked.
[Blocked Image: http://team.firearms-source.com/Shinobi/sept23/ps_crossfire10700013.jpg]
[Blocked Image: http://team.firearms-source.com/Shinobi/sept23/ps_crossfire10700028.jpg]
[Blocked Image: http://team.firearms-source.com/Shinobi/sept23/ps_crossfire10700021.jpg]
wooooo that's nice ![]()
is paletizing/indexing also an option?
wow very nice change of pace from the typical fare. Looking great ![]()
As for the texture memory, according to what HP said, what would be a more acceptable level of texture memory usage?
Quote from e-freakman that reminded me of some mod I've been working on 3 years ago
exactly the same textures, sky, lightsetup
http://www.hlportal.de/?sec=mods&site=m ... mod_id=125
Very nice
I did end up changing that sky to a similar one because for some reason when I used that my reflections got really messed up. They essentially didnt reflect. To this day I still have no idea why that happend. I'm assuming you're using the HL2 default sky btw.
Quote from TarkySpicyTanuki - looking good. In that in game screen, I know you said it is old, I would probably try to darken the sky a little if you can. I like the lighting / atmosphere you are going for, but I am not 100% sure that sky suits.
I'm not 100% sure either :/. A friend made that sky from some of the available shots at cgtextures.com. I'll start by darkening the env_light to see if that helps (maybe I need to desaturate it a little too?). If that doesnt do the job I'll look into darkening/desaturating the skybox itself. I should also mention, you can't see it in the screenshot but the skybox has a sort of dawn-like sun rising directly behind the player.
I've begun a lot of big architechtural changes this week and am aiming for a weekend compile at the latest, I'll share my results then and gopefully they will be a step in the right direction.
Also thanks for the crits, I wish I signed up for this message board years ago !![]()
Quote from arhurtAnyway, here's the last update on this side project. I'll only come back to it after I'm done with ctf_aerospace or I may not complete any of them.The idea is that the Blue team has a base on the mountains and is constructing a giant laser to melt the ice on the top of the mountains and flood the red team's base.
In response, the red team manufactures a tree-sawing tank and storm into the mountain to destroy the blue team's giant laser!
[Blocked Image: http://i19.photobucket.com/albums/b183/Arhurt/3D%20art/cp_mountainbase_040005.jpg]
Wow I love this, really creative and inspiring:)
it's kind of an early dawn map, it's still dark enough that the map needs considerable street lighting to be playable. This pic is from an old build and everything left of center in that screenshot is replaced but it should give you an idea of the lighting. I'm not totally happy with it, not quite sure what direction I need to go to match the skybox so I just try to tweak it every compile and try to get closer to it at this point.
[Blocked Image: http://team.firearms-source.com/Shinobi/ps_crossfire10490001.jpg]
what I did tonight
[Blocked Image: http://team.firearms-source.com/Shinobi/spicytanukicrossfire.jpg]
wow! I love the brushwork. Very meticulous.